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[AD&D 1e]Temple of Elemental Evil RG

Attached below are a list of greater and lesser deities and a broad overview map of the area. More to come, possibly. Also, I think what I'm attaching so far should be fair use. Please don't come after me for this. I didn't mean it, I swear!

Within ten ft, a dwarf can detect certain facts concerning engineering,
stonework, etc. Although no significant time is required, the
character must deliberately observe his or her surroundings (i.e., the
player must state that the dwarf is using this particular talent
in order to gain information).
• Detect the existence of slopes or grades: 75%
• Detect the existence of new construction: 75%
• Detect sliding or shifting rooms or walls: 66%
• Detect traps involving stonework: 50%
• Determine depth underground: 50%

Bonus attacks: Fighters with melee weapons attack once per round at
1st to 6th levels (1/1 attacks); at 7th to 12th levels, they attack
thrice every two rounds (3/2 attacks); and at 13th or higher levels
they attack twice per round (2/1 attacks). A partial additional
attack (e.g. 3/2 attacks) means that the extra attack is taken on
odd-numbered rounds in the combat sequence, hence two attacks
on the first round, one on the second, two on the third and one on
the fourth, if applicable.
fighting the Unskilled: When the fighter is attacking creatures with
less than a full hit die (i.e. less than 1d8 hit points), the fighter
receives one attack for each of his or her levels of experience,
e.g. a 4th-level fighter attacking goblins would receive 4 attacks
per round.
nB: A fighter exercising multiple attacks departs from the normal
initiative procedure. The fighter will automatically attack first in
the round unless fighting an opponent with multiple attacks of its
own (in which case initiative should be rolled as normal). The
fighter’s second attack in any given melee round will come last in
the sequence.
Weapon Specialization (optional): With the permission of the GM, weapon
specialization may be selected during character generation. If weapon
specialization is not selected during character generation, it remains
forever unavailable to the character, barring some magical or divine
intervention. If weapon specialization is in play, fighters may take a
second proficiency in the same weapon as the first, granting them one
extra attack every 2 rounds with the weapon (hence 3/2 attacks with
a melee weapon at 1st level, 2/1 at 7th and 5/2 at 13th), +1 to hit
and +2 damage owing to their skill. Specialization costs one proficiency
“slot” for melee weapons and crossbows, and two “slots” for missile
weapons other than crossbows.
double Specialization (optional): For melee weapons that are not
polearms or two-handed swords, a third weapon proficiency may be used
to specialize further; this increases combat bonuses to +3 to hit and
+3 damage with the weapon.

A young impressional lad Cornelius grew up in Hommlet on stories of the Battle of Emridy Meadows. He would sit in the corner quietly of The Welcome Wench and listen as the towns folk told travelers accounts of the great battle verses the evil cult and it's monstrous forces.

Then his dad would spot him and send him off to his room above the inn's stables, where he and his father lived and worked. Mucking out stalls he would daydream that those who just left where heading out to find an evil cult of their own to destroy. And he wished he were going too.

The day Otis (Elmo's brother) left to seek his fortune became a turning point in the boys life. Now fourteen and coming into his own he sought out people who could teach him to fight and battle evil. He knew he didn't wish to spend his life as a stable hand.

He sought out a few of Burne's Badgers and asked to join. But was laughed at do to his age and small stature. Instead of being allowed to join he was allowed to train with the town militia and it is there he learned to fight.

Spending so much time away from his work his father had to find a new helper to replace him. This suited Cornelius just fine and he gave up his old life for a new one centered around practice yards and target ranges.

Garrick was asked to take the cows to the Hommlet Village animal handler to get looked over for worms. But he had an epiphany upon hearing a local band of men discuss adventuring to the nearby moat house for lost gold. He realized that he could make a lot more money and have a lot more fun doing what he really liked to do (hit stuff). So he sold his Pa's cows, purchased some loose-fitting armor and a slightly used sword, and volunteered for duty. He is anxious for the party to get going before Pa finds out about his selling of Percy, MooMoo and Rusty.